EDIT:
you can upgrade external dwellings with Knightmare Mods if you have mithril.

EDIT: what do you like in new necromancy?
PS: i've setup a few not mine mods (including part of Era Scripts Eng) as WoG supplement please say which scripts you cannot live without, so I probably add them there.

You forgot into the crypt the treasure for dragon utopia. You change the guards but not the reward. And there are 2 books that do nothing. I found them into the crypt.
And for Home of the Bat too. There it was 4 stack of 16 azure dragons.

You forgot into the crypt the treasure for dragon utopia. You change the guards but not the reward. And there are 2 books that do nothing. I found them into the crypt.
And for Home of the Bat too. There it was 4 stack of 16 azure dragons.

I do not forgot the utopia thing. It was some script incompability. on test map it worked as it should. I need more tests ... Some I would need do myself.

It's a script function to make "custom utopias" and they look different and have different guards and loot. It should not fire for crypt. I would try to test if there are conflict between WoG supplement and Knightmare mods, but you use much mods and perhaps one of them calls one of my functions. Also you need to start game again to rid of the bug after you find and remove the cause. The crypt in your save is marked as "temple of greed". Also I recently fixed "normal dragon utopia" but it also need restart of game (not load but start).

PS: sorry for inconvinence. I may also script something for old creature banks, but it should not be needed.

PPS: the books give experience daily if worn on misc slots. Could you send me the save beore "fixed" guards?

nice that you have time to work on your project again
What is runecraft?

Also wanted to ask about the status for Emerald plugin. Its about adding more artifacts, as i understood it. Would they be visible in the Map Editor (blank or not doesnt matter)? Can it be tested now? Is there a tutorial on how to get it to work? Thx

nice that you have time to work on your project again
What is runecraft?

Also wanted to ask about the status for Emerald plugin. Its about adding more artifacts, as i understood it. Would they be visible in the Map Editor (blank or not doesnt matter)? Can it be tested now? Is there a tutorial on how to get it to work? Thx

You need to get grapics for all artifacts (including not used ones).
new artifacts to be visible on map editor (and adventure map for dropping) need to have edited original object files (object folder mechanics doesn't work well with emerald artifacts), and changed mapedpatch ini file with new number of artifacts. Please try as example my Amethyst Upgrades (WiP name) mod, it has also new artifacts.

Runecraft is a Secondary Skill for casting rune spells (like in H5HoF), now I use mysticism as runecraft. all runes are currently known from game start, and there is no limit on uses per turn, but it may change. New normal spells can be casted by rightclicking spell book button, new rune spells comes by rightclicking wait button.

EDIT: fixed missing animation from sylvan and magma dragons no more crashing on shoot

(you need git and git-lfs to use this link, there is also windowed version of git called SourceTree, you need to "clone" repository of the project not just "download" folder, because the latter would ommit large files)

EDIT: Okay Zip is too large please use git now for downloading

EDIT2: Khadras, did you managed to Clone "Knightmare Mods" via Git+Git_LFS ? (if you can't do it commandline, please use SourceTree)
PS: Fixed some frames in TWCRPORT.DEF
PPS: FIxed some frames in CPRSMALL.DEF

Khadras said:Hi! I finally get your final version from bitbucket. From now will you work just at Knightmare Kingdom? Amethyst directory and other directory will remain obsolete?

I think I will just do Knightmare Kingdoms as Release and the rest as WiP. Also IDK if there are any errors or mistakes in transfer. So if you want to just play, use Knightmare Kingdoms, if you want to be alfa/beta-tester please get project from bitbucket and use mods from the folders. I may rethink my strategy later.

PS: Khadras, could you help me with creature experience lines and creature cfg files? I would be grateful.

EDIT: what skill would you prefer to replace/extend Scholar? I need the description and the reason why it would fit.

I think I will just do Knightmare Kingdoms as Release and the rest as WiP. Also IDK if there are any errors or mistakes in transfer. So if you want to just play, use Knightmare Kingdoms, if you want to be alfa/beta-tester please get project from bitbucket and use mods from the folders. I may rethink my strategy later.

PS: Khadras, could you help me with creature experience lines and creature cfg files? I would be grateful.

EDIT: what skill would you prefer to replace/extend Scholar? I need the description and the reason why it would fit.

Yes, i will help you but i need to know what exactly i must do with experience lines? If you want to add a completely new lines for creatures that had no experience line at all i must know something about what you think about that creatures, what level you need to be, and what alignment. For existing creatures, i must know what you want to do, to balance them or to make them different. Please tell me exactly what i must do and i will do. I can not promise a finish date but i will do it.
About the secondary skill, i like to have some secondary skill call Affinity that make the hero to have affinity with some type of creatures, or some type of artifacts that give additional power to that creatures type or that artifacts when they are carried away by that hero. There can be many types of affinity: Life Affinity (alive creatures receives additional bonuses), Death Affinity (undead creatures receives additional bonuses), Nature Affinity (neutral creatures receives additional bonuses), Forge Affinity (combined artifacts receive additional bonuses), Magic Affinity (more mana and quickly mana regeneration), Telepathic Affinity (a chance for every enemy troop to be hypnotized). Or you can make a secondary skill named Love (a hero is in love with other hero or heroes no matter of what player belongs, and if they meets in battle they suffer some penalty, both of them) and another named Hate (a hero hate other hero or heroes and both of them receive additional bonuses when they meets in battle) and another skill named Relatives or Kinsfolk (a hero that have relatives between other heroes can not fight each other if the relation are so close, between father and son).

I think I will just do Knightmare Kingdoms as Release and the rest as WiP. Also IDK if there are any errors or mistakes in transfer. So if you want to just play, use Knightmare Kingdoms, if you want to be alfa/beta-tester please get project from bitbucket and use mods from the folders. I may rethink my strategy later.

PS: Khadras, could you help me with creature experience lines and creature cfg files? I would be grateful.

EDIT: what skill would you prefer to replace/extend Scholar? I need the description and the reason why it would fit.

Yes, i will help you but i need to know what exactly i must do with experience lines? If you want to add a completely new lines for creatures that had no experience line at all i must know something about what you think about that creatures, what level you need to be, and what alignment. For existing creatures, i must know what you want to do, to balance them or to make them different. Please tell me exactly what i must do and i will do. I can not promise a finish date but i will do it.
About the secondary skill, i like to have some secondary skill call Affinity that make the hero to have affinity with some type of creatures, or some type of artifacts that give additional power to that creatures type or that artifacts when they are carried away by that hero. There can be many types of affinity: Life Affinity (alive creatures receives additional bonuses), Death Affinity (undead creatures receives additional bonuses), Nature Affinity (neutral creatures receives additional bonuses), Forge Affinity (combined artifacts receive additional bonuses), Magic Affinity (more mana and quickly mana regeneration), Telepathic Affinity (a chance for every enemy troop to be hypnotized). Or you can make a secondary skill named Love (a hero is in love with other hero or heroes no matter of what player belongs, and if they meets in battle they suffer some penalty, both of them) and another named Hate (a hero hate other hero or heroes and both of them receive additional bonuses when they meets in battle) and another skill named Relatives or Kinsfolk (a hero that have relatives between other heroes can not fight each other if the relation are so close, between father and son).

the affinities seems cool, but are more like specialities than SS. I asked only what to do with scholar, and you sadly provided no extension/replacement. I did life magic from luck, black magic from necromancy, nobility from diplomacy, astromancy from navigation, exorcism from resistance, runecraft from mysticism, Raider from eagle eye. Could you provide single new/modified SS for Scholar? (I want an Idea, I may implement it by myself)

As for experience lines I mostly want you to add new lines for creatures that doesn't have any lines, then for those which ae upgrades and have too weak experience lines (lines you believe are too good should stay). Also some things like flags or non-flagged abilities from cfg files can be nice. As a rule of thumb: be creative. If something would be wrong we can correct it later.

I would try to do a Monasticism SS
it would contain of Scholar+Rewriting+Herbalism as one skill instead of old Scholar.

Rewriting could copy a scroll for using all hero move (like in digging) and some gold (1000 * ((spell level -1) * (spell level -1) +1) is okay?)
And perhaps it could copy a book for day of rewriting and 20000 of gold + 20 mitril (book is - one of elemental books or one of learnng books (not work on warlords baner or ethernal gem)

Herbalism makes chance for every step to collect a Herb collocated with terrain stepped on, which would be misc artifact, which would be useless until combined into potion. potions would be brewed automatically if all ingredients are put in misc slots and then it would be added to misc slot. I don't know yet effects of potions but they would work as blank artifacts from default emerald set.

Note I need some factor for differentiating weak Monasticism with strong Monasticism, an perhaps use some of features only for specialist. Could anybody help me with formulas and ideas?

majaczek said:I would try to do a Monasticism SS
it would contain of Scholar+Rewriting+Herbalism as one skill instead of old Scholar.

Rewriting could copy a scroll for using all hero move (like in digging) and some gold (1000 * ((spell level -1) * (spell level -1) +1) is okay?)
And perhaps it could copy a book for day of rewriting and 20000 of gold + 20 mitril (book is - one of elemental books or one of learnng books (not work on warlords baner or ethernal gem)

Herbalism makes chance for every step to collect a Herb collocated with terrain stepped on, which would be misc artifact, which would be useless until combined into potion. potions would be brewed automatically if all ingredients are put in misc slots and then it would be added to misc slot. I don't know yet effects of potions but they would work as blank artifacts from default emerald set.

Note I need some factor for differentiating weak Monasticism with strong Monasticism, an perhaps use some of features only for specialist. Could anybody help me with formulas and ideas?

majaczek, i have a deeply request to ask from you: can you include in Knightmare Kingdoms Suplement 3 scripts that are very important to me : Peons, New Necromancy and Mine Exhaustion from Era Scripts 1.23? If you don't like it please put them with on/off check button in wog option to be able to play them by me. Please!

majaczek, i have a deeply request to ask from you: can you include in Knightmare Kingdoms Suplement 3 scripts that are very important to me : Peons, New Necromancy and Mine Exhaustion from Era Scripts 1.23? If you don't like it please put them with on/off check button in wog option to be able to play them by me. Please!

Peons - maybe, but how it would work on new creatures?
New Necromancy - 95% probability it won't work with my fixes to necromancy, I probably would need to rewrite the script... also may be incompatible with Amethyst.
Mine Exhaustion - Never liked the Idea, but could integrate seamlessly into Knightmare mods without changes.

EDIT: added them to WoG Supplement, and resolved variable conflicts. there is one variable left. Should work but, I smell problems for necromancy, it would work in 50% chance.